[center][b]Character Sheets[/b] [u][b]NPCs[/b][/u][/center] [hider=Isaacs and Hartwell] [center][img]http://40.media.tumblr.com/793836f1cb9dc44ad0075c930efe6104/tumblr_ne6hs30x3F1r37wr2o1_500.png[/img][/center] Dr. Isaacs and Professor Hartwell both attended college at Luna Institute. They've been joined at the hip ever since grade school, fascinated with pulp science fiction writings and new technology. They eventually worked their way into the steam industry as inventors, making several patents for airship mechanics and construction vehicles. Their work landed them a government position at the science division of Aegis Luna's city advisory board. Their leadership in the Consortium is secondary to Head Chief, Oscar Ulrich, but since his recent passing, has been under the strict delegation of Tom Reitz.[/hider] [hider=Tom Reitz] [center][img]https://pbs.twimg.com/media/BlMYV7QCUAAao_e.jpg[/img][/center] The Consortium's new Head Chief. Tom Reitz was transferred over from the military's Special Intelligence division. Unlike Oscar Ulrich, Tom is a no-nonsense hard ass that wants immediate results. He was at ground zero where the monsters first appeared. Mr. Reitz lead the successful evacuation mission of the President and his Cabinet.[/hider] [u][b]1st Class[/b][/u] [hider=Mako Tsujimoto][img]https://mir-s3-cdn-cf.behance.net/project_modules/disp/30526212669855.562766425c7eb.jpg[/img] Mako was an assistant to Dr. Isaacs and Professor Hartwell before The Mangled Ones appeared. He takes on the support role in the field as a Wrangler, recharging energy guns and holding lanterns in his mobile containment pack. He keeps enchanted skulls on his person that supposedly wards away evil spirits. [/hider] [hider=Zuma Agbeko] [center][img]https://s-media-cache-ak0.pinimg.com/236x/63/a1/81/63a181af6e1d031b9a5370ce4a771d1d.jpg[/img][/center] Zuma was also a first class graduate. He was originally a steelworker before the nightmare began. Like most people, he saw and heard the advertisements about enlisting into The Consortium and felt obligated to help the city. Zuma is usually designated as front line assault, heading tactical teams with heavy weapons armament.[/hider] [u][b]2nd Class[/b][/u] [hider=Latika] [center][img]https://s-media-cache-ak0.pinimg.com/236x/a0/e4/b1/a0e4b10f1c0d8f67f98f78ceac96ed61.jpg[/img][/center] Latika is a 2nd class graduate into the Consortium. She was originally enlisted into the military before a request of transfer was ordered by Tom Reitz. Their relationship is unknown. Even though she is a new graduate, she's already a top Investigator. She specializes in reconnaissance and prefers to use weapons that won't weigh her down.[/hider] [hider=Gregory Stills] [img]http://www.flylanddesigns.com/wp-content/uploads/Max-Brian-Allen.jpg[/img] Gregory Stills is the youngest Consortium member. He is a 2nd class graduate that is eager to prove himself.[/hider] [b]Other NPCs [/b] [hider=James Kepler] [img]http://media.indiedb.com/images/games/1/26/25107/scientist.png[/img] Isaacs & Hartwell's primary assistant. He is keen on various sciences, and is known for refining several facets of modern day industrial steam technology. He is mostly known for the patented Kepler Steampack, an instrument that allows you to leap at long distances.[/hider] [hider=Carmina] [img]https://s-media-cache-ak0.pinimg.com/236x/55/b2/a1/55b2a1b335ccf359d37d5210cb3f59ba.jpg[/img] Born into a caravan community that has a long history of dabbling with occult and superstitious quandaries. She works part time at the Consortium HQ as a bartender and a secondary assistant to Professor Hartwell. She has no desire to become an investigator, but wants to provide whatever service she can to the cause.[/hider] [center][u][b]Mako Tsujimoto's Beastiary Notes[/b][/u][/center] [hider=The Mangled Ones] [img]http://img09.deviantart.net/e710/i/2012/354/4/1/undheads_concept_by_aznkyuubi-d5olmd8.jpg[/img] [i]"It is unclear as to whether or not these beasts are reanimated corpses, or caused by some advanced parasite. Their bite is not contagious. Several Investigators have received multiple wounds from The Mangled Ones, but showed no signs of turning. There are documented incidents of operating in packs. When done so, they appear more self-aware and intelligent. This is contradictory to other reports indicating how inefficient they are in large groups. The Mangled Ones are fast, unforgiving, and relentless. After several tests, we've concluded that they are scent-driven creatures. Strategically using aromatic sprays and bombs is key to throwing them off your trail."[/i][/hider] [hider=The Spirit Wraiths] "[i]We owe our success to Dr. Isaacs and Professor Hartwell. If it were not for their research into the supernatural, I doubt we'd having a fighting chance against these things. They do not react to physical harm, and while they cannot attack us directly, they can possess objects and people around them to do their bidding. Dr. Isaacs believes these Spirit Wraiths are responsible for The Mangled Ones different types of behavior. Their fiercest weapon is the illusion of fear. They can enter your thoughts and pry your mind of darkest secrets and use them against you. Our energy weapons and lanterns do nothing more but contain them. Permanent destruction of these Spirit Wraiths are still a mystery we've yet to solve. Our anti-wraith equipment acts as a defensive enchantment of sorts. That is until you've captured a spirit in your lantern. Professor Hartwell theorizes that the union of a spirit with the specialized containment cell causes a momentary resonance, making the lantern a homing beacon that attracts other nearby spirits. Do well to use that information as a diversionary tactic. If not, make sure the Wrangler of your unit is near so you can swiftly hand off the lantern. Their containment packs are heavily shielded, significantly lowering the resonance levels to avoid Wraith detection."[/i][/hider] [center][u][b]Anti-Wraith Equipment by Dr. Isaacs[/b][/u][/center] [i]"I will spare you the finer intricacies of these complex tools and give you my spiel in layman's terms. The energy weapons are charged by the small battery packs carried on your person. These batteries are replaceable, and will take precisely 10 seconds before your weapon becomes operable. Remember, aim in short bursts until you've successfully latched onto the Wraith. When you do, it is critical that you cock back the lever on your weapon to cause the reverse pull of the captured spirit. At five feet, you should already have your lantern out. Simply hold it out in front of you, and the brilliance of our invention will do the rest. Once the spirit is contained inside the lantern, it will not cause further harm. Do well to hand it over to the Wrangler, so he/she can transfer the Wraith over to their containment pack. Your lantern can only hold one spirit at a time. Also understand that while it is in the lantern, it will draw the attention of surrounding spirits. While this equipment acts as a defensive barrier, those wards decrease significantly when dealing with multiple spirits. Execute your strategy well and do best not to get overwhelmed. " [/i] [hider=Energy Weapon] [img]http://cs543103.vk.me/v543103623/1a7d9/cKKuW6NXyc8.jpg[/img] This is just one example of the different types of energy weapons that can be used. While they are primarily used for capturing Wraiths, Investigators have also used it on The Mangled Ones, as it momentarily stuns/confuses them.[/hider] [hider=Lantern][img]https://s-media-cache-ak0.pinimg.com/736x/4a/9e/6f/4a9e6f641135e0f8a7b9aadfe55862b8.jpg[/img] Comes in all shapes, sizes, and decor. Many Investigators have taken pride in their Lanterns, some even give them names. When an Investigator dies, their Lantern is placed on their tombstone and is always lit.[/hider]